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Isolate irrlicht references and use a singleton (#6041)

* Add Device3D class which will contain IrrlichtDevice interface

move getSupportedVideoDrivers to Device3D

Add Device3D singleton & use it in various places

Rename Device3D to Rendering engine & add helper functions to various device pointers

More singleton work

RenderingEngine owns draw_load_screen

move draw functions to RenderingEngine

Reduce IrrlichtDevice exposure and guienvironment

RenderingEngine: Expose get_timer_time() to remove device from guiEngine

Make irrlichtdevice & scene manager less exposed

* Code style fixes

* Move porting::getVideoDriverName, getVideoDriverFriendlyName, getDisplayDensity, getDisplaySize to RenderingEngine

Fix XORG_USED macro -> RenderingEngine + create_engine_device from RenderingEngine constructor directly

* enum paralax => enum parallax
This commit is contained in:
Loïc Blot 2017-06-26 20:11:17 +02:00 committed by GitHub
parent a8650e785d
commit b3a36f7378
50 changed files with 1568 additions and 1567 deletions

View file

@ -38,7 +38,6 @@ class Particle : public scene::ISceneNode
public:
Particle(
IGameDef* gamedef,
scene::ISceneManager* mgr,
LocalPlayer *player,
ClientEnvironment *env,
v3f pos,
@ -119,7 +118,6 @@ class ParticleSpawner
{
public:
ParticleSpawner(IGameDef* gamedef,
scene::ISceneManager *smgr,
LocalPlayer *player,
u16 amount,
float time,
@ -148,7 +146,6 @@ class ParticleSpawner
ParticleManager* m_particlemanager;
float m_time;
IGameDef *m_gamedef;
scene::ISceneManager *m_smgr;
LocalPlayer *m_player;
u16 m_amount;
float m_spawntime;
@ -185,19 +182,16 @@ public:
void step (float dtime);
void handleParticleEvent(ClientEvent *event, Client *client,
scene::ISceneManager* smgr, LocalPlayer *player);
LocalPlayer *player);
void addDiggingParticles(IGameDef* gamedef, scene::ISceneManager* smgr,
LocalPlayer *player, v3s16 pos, const MapNode &n,
const ContentFeatures &f);
void addDiggingParticles(IGameDef *gamedef, LocalPlayer *player, v3s16 pos,
const MapNode &n, const ContentFeatures &f);
void addPunchingParticles(IGameDef* gamedef, scene::ISceneManager* smgr,
LocalPlayer *player, v3s16 pos, const MapNode &n,
const ContentFeatures &f);
void addPunchingParticles(IGameDef *gamedef, LocalPlayer *player, v3s16 pos,
const MapNode &n, const ContentFeatures &f);
void addNodeParticle(IGameDef* gamedef, scene::ISceneManager* smgr,
LocalPlayer *player, v3s16 pos, const MapNode &n,
const ContentFeatures &f);
void addNodeParticle(IGameDef *gamedef, LocalPlayer *player, v3s16 pos,
const MapNode &n, const ContentFeatures &f);
protected:
void addParticle(Particle* toadd);